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A ÓPERA DE PEQUIM DOS PRIMEIROS 17 ANOS DA REVOLUÇÃO CHINESA (1949–1966) 中国革命前17年的京剧(1949~1966)
0 HUMANITIES, MULTIDISCIPLINARY Pub Date : 2023-05-13 DOI: 10.29073/heranca.v6i2.642
Sofia Silva
O presente trabalho tem por objetivo uma análise à influência das políticas para a ópera de Pequim adotadas pelo governo encabeçado por Mao Zedong na encenação de peças do repertório tradicional (pré-1949), nomeadamente ao nível da trama e caracterização das personagens, argumentando que as políticas estabelecidas conduziram a uma revisão mais ou menos profunda de algumas obras de acordo com os novos valores e ideias a disseminar pelo Partido Comunista Chinês (PCC), não deixando, contudo, de manter um conjunto de elementos considerados “prejudiciais” como forma de retratar a condição humana na sociedade “feudal” chinesa. Numa primeira secção, será feita uma apresentação geral da ópera de Pequim, enumerando as principais características e desenvolvimento histórico até à primeira metade do séc. XX. Na segunda secção, apresentar-se-ão as medidas adotadas pelo PCC para a ópera ao longo dos primeiros dezassete anos da China Comunista, divididos em três períodos, cada um deles marcado por um slogan que ditaria a atitude a tomar para com a forma artística. Por fim, na terceira secção, será analisado o impacto destas políticas na revisão de duas peças: “Afronta ao Pai Tirano” (yuzhou feng) e “As Bodas de Niu Gao” (Niu Gao zhao qin).
本文旨在分析以毛泽东为首的政府对京剧的政策对传统剧目(1949年以前)的影响,即在情节和人物塑造层面,认为既定政策导致根据中国共产党传播的新价值观和思想对一些作品进行了或多或少的深刻审查,同时保留了一套被认为是“有害”的元素,作为描绘中国“封建”社会中人类状况的一种方式。在第一节中,将对京剧进行总体介绍,列出京剧的主要特点和直到本世纪上半叶的历史发展。XX。在第二节中,将介绍中共在中国共产党成立的第一个十七年中对歌剧采取的措施,分为三个时期,每个时期都有一个口号,指示对艺术形式的态度。最后,在第三部分中,将分析这些政策的影响,在两篇文章的修订中:《阿夫龙塔奥派提拉诺》(《禹州风》)和《牛高的婚礼》(《牛高赵琴》)。
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引用次数: 0
ERA UMA VEZ O OLD BLANDY'S WINE LODGE — INVESTIMENTOS IMOBILIÁRIOS E ESTRATÉGIAS EMPRESARIAIS NA MADEIRA (1811–1855) 很久以前,老布兰迪的葡萄酒旅馆-马德拉的房地产投资和商业策略(1811 - 1855)
0 HUMANITIES, MULTIDISCIPLINARY Pub Date : 2023-05-13 DOI: 10.29073/heranca.v6i2.656
António Silva
Este artigo trata das estratégias de aquisições imobiliárias desenvolvidas por John Blandy, um cidadão britânico que singrou como exportador de vinho e mercador na primeira metade do século 19. A análise de diferentes tipos de fontes dos arquivos portugueses permitiu compreender como este homem de negócios aproveitou as oportunidades de compra de prédios urbanos no Funchal (ilha da Madeira) ao longo da sua vida. O seu legado foi crucial para garantir a continuidade da empresa que perpetua o seu nome até hoje e que lhe deve a sua sede histórica na Rua de São Francisco, hoje conhecida como Old Blandy’s Wine Lodge.
这篇文章是关于英国人约翰·布兰迪的房地产收购策略,他在19世纪上半叶成为了一名葡萄酒出口商和商人。通过对葡萄牙档案中不同类型资料的分析,我们了解了这位商人一生中是如何利用购买丰沙尔(马德拉岛)城市建筑的机会的。他的遗产对于确保公司的延续至关重要,公司的名字一直延续到今天,公司的历史总部位于旧金山街,现在被称为Old Blandy ' s Wine Lodge。
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引用次数: 0
CONTEXTUALISING THE CONTESTED: XR AS EXPERIMENTAL MUSEOLOGY 将有争议的xr作为实验博物馆学进行语境化
0 HUMANITIES, MULTIDISCIPLINARY Pub Date : 2023-03-08 DOI: 10.29073/heranca.v6i1.676
Joanna Rivera-Carlisle
Museums are becoming increasingly multi-medial experiences and with the emergence of the metaverse (Coates, 2021), immersive technologies (XR) are projected to form an important part of future museum experiences. With options to provide a multiplicity of non-hierarchical information, support individualised paths through exhibitions, and experiential visits, XR has the potential to help keep visitors engaged around complex and nuanced information (Mulcahy, 2017). Working on devices that most museum visitors already own, XR technologies present a promising move towards more inclusivity, accessibility, and active audience engagement. Contributing to research on the multiple uses of XR in UK museums, this paper focuses on how XR can be operationalised to address contested displays in Western museums. Using an external app for the British Museum as an example, this paper discusses the challenges arising from this intersection, including the entrenchment of immersive technologies in colonial power dichotomies, the risks of performative virtual interventions, and the conflicting agencies museums, companies, and individuals must navigate in this context. The author suggests, as a possible experimental approach, wiki-based XR interactions which engage with non-Eurocentric epistemologies and are co-created by communities commonly disenfranchised in Western museum spaces.
博物馆正在成为越来越多的多媒体体验,随着虚拟世界的出现(Coates, 2021),沉浸式技术(XR)预计将成为未来博物馆体验的重要组成部分。通过提供多种非分层信息的选项,通过展览和体验式参观支持个性化路径,XR有可能帮助游客保持对复杂和微妙信息的参与(Mulcahy, 2017)。在大多数博物馆参观者已经拥有的设备上工作,XR技术向更具包容性、可访问性和更积极的观众参与展示了一个有希望的进步。本文致力于研究XR在英国博物馆的多种用途,重点关注如何将XR用于解决西方博物馆中有争议的展示。本文以大英博物馆的一个外部应用程序为例,讨论了这一交叉点所带来的挑战,包括沉浸式技术在殖民权力二分法中的防御,表演性虚拟干预的风险,以及博物馆、公司和个人在这一背景下必须应对的相互冲突的机构。作者建议,作为一种可能的实验方法,基于维基的XR互动与非欧洲中心认识论相结合,并由西方博物馆空间中通常被剥夺权利的社区共同创造。
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引用次数: 0
AUGMENTED REALITY SUPPORTED PARTICIPATORY WEB PLATFORM TO TRACK EASTERN ANATOLIAN CARAVANSERAIS 增强现实支持参与式网络平台跟踪东安纳托利亚商队
0 HUMANITIES, MULTIDISCIPLINARY Pub Date : 2023-03-08 DOI: 10.52152/heranca.v6i1.678
Gülce Kirdar, Feyza Nur Kocer Ozgun, Özgün Balaban, Güzden Varinlioğlu
The focus of this research is digital heritage in emergence. This study deals with how to use digital media tools to collect information about caravanserais (khans) to digitise lost heritage attributes. The study involved researchers compiling information about these caravanserais from references, and digitally mapping   and generating identification tags based on the information in the sources. The researchers generated an online platform for information dissemination, consisting of the projection augmented model of the khans, and participatory web archive platform for crowdsourcing information. The interaction with users through the augmented representation and participation are the main features of this study, which represents a proposal for a method of interactive digital archiving. The digital khans can be exhibited in a virtual museum, or to be used as a database for those wishing to explore vanished heritage. The digital archiving project contributes to knowledge generation in placemaking using digital mediums and methods.
本研究的重点是新兴的数字遗产。本研究涉及如何使用数字媒体工具收集有关商队(可汗)的信息,以数字化丢失的遗产属性。在这项研究中,研究人员从参考文献中收集有关这些商队的信息,并根据资料中的信息进行数字测绘和生成识别标签。研究人员建立了一个在线信息传播平台,包括khan的投影增强模型,以及用于众包信息的参与式网络存档平台。通过增强表征和参与与用户的交互是本研究的主要特征,这代表了一种交互式数字存档方法的建议。这些数字可汗可以在虚拟博物馆展出,也可以作为数据库,供那些希望探索消失遗产的人使用。数字存档项目有助于利用数字媒介和方法在场所制作中产生知识。
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引用次数: 1
DIGITAL KITAMBO: DECOLONISING NARRATIVES AND BRINGING THE PAST INTO THE FUTURE AT THE NATIONAL MUSEUMS OF KENYA 数字kitambo:肯尼亚国家博物馆的非殖民化叙事,将过去带入未来
0 HUMANITIES, MULTIDISCIPLINARY Pub Date : 2023-03-08 DOI: 10.29073/heranca.v6i1.667
Kristina Wright, David Wright, Nicholas Whltshire, Jenna Lavin
The Swahili word ‘kitambo’, which refers to occurrences in the past that are understood to be at least indirectly connected to the speaker, can be used to describe experimental museology through digital cultural heritage. There is a need to improve access and enhance conservation goals within African cultural heritage institutions, and the National Museums of Kenya (NMK) has been developing innovative technologies and communication tools with the Kenya Heritage Resource Information System (KEHRIS). This paper will discuss Digital Kitambo—a pilot project completed at NMK from 2013 – 2019 to create the spatially integrated database KEHRIS, digitise 10,000 artefacts and specimens from the archaeology and palaeontology collections, and develop digital learning programmes to engage a wider audience. Qualitative research methodology included participant observation, qualitative interviews and focus groups with museum staff as well as focus groups with primary and secondary teachers to develop curricula for local schools. This paper traces the evolution of Digital Kitambo from its inception and reflects on both the successes and shortcomings of the initiative with particular attention to its goals of decolonising the museum’s collections and contributing to new national narratives by engaging the public through digital initiatives.
斯瓦希里语中的“kitambo”指的是过去发生的事情,被认为至少与说话者间接相关,可以用来描述通过数字文化遗产进行的实验性博物馆学。有必要改善非洲文化遗产机构的获取和加强保护目标,肯尼亚国家博物馆(NMK)一直在与肯尼亚遗产资源信息系统(KEHRIS)开发创新技术和通信工具。本文将讨论数字kitambo,这是一个2013年至2019年在NMK完成的试点项目,旨在创建空间集成数据库KEHRIS,将考古和古生物学收藏品中的10,000件人工制品和标本数字化,并开发数字学习计划以吸引更广泛的受众。定性研究方法包括参与观察、定性访谈和与博物馆工作人员的焦点小组以及与中小学教师的焦点小组,以便为当地学校制定课程。本文追溯了Digital Kitambo从一开始的发展历程,并反思了该计划的成功和不足,特别关注其目标,即通过数字计划吸引公众参与,使博物馆的藏品去殖民化,并为新的国家叙事做出贡献。
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引用次数: 1
FROM “EXHIBITION” TO “LABORATORY”: RETHINKING CURATORIAL PRACTICES THROUGH A DIGITAL EXPERIMENTAL PROJECT. THE CASE STUDY OF #DOLOMITESMUSEUM - LABORATORY OF STORIES 从“展览”到“实验室”:通过数字实验项目重新思考策展实践。#白云石博物馆-故事实验室案例研究
0 HUMANITIES, MULTIDISCIPLINARY Pub Date : 2023-03-08 DOI: 10.29073/heranca.v6i1.680
Stefania Lacedelli, Fabiana Fazzi, Chiara Zanetti, G. Pompanin
Digital curation is one of the most experimental areas of museum practice introduced by the digital revolution. A whole new generation of cultural experiences are emerging from the interaction with online spaces and social media platforms, encouraging museums to explore new curatorial approaches. In this paper, we will show how a digital experimental project led to the rethinking of the exhibition format into a more collaborative, interdisciplinary and laboratory approach to museum curation. The case study analysed is Laboratory of Stories, a dynamic participatory archive which was co-designed with a vibrant community of heritage professionals, local communities, and lovers of the Dolomites during a three-year project. An evaluation study combining different qualitative and quantitative methods was implemented to explore the nature of this curatorial practice. A series of key findings emerged from the study: the introduction of new narrative styles and interdisciplinary perspectives; the involvement of different communities in the curatorial process; the shift from a tangible, object-based, to a more intangible, open, and dialogic interpretation of heritage and of knowledge making. The findings show how the ‘laboratory’ metaphor can help museums to embrace the challenges of a participatory, post-digital society, suggesting a novel approach where the co-creation of narratives is at the heart of the curatorial practice.
数字策展是数字革命引入的博物馆实践中最具实验性的领域之一。在与网络空间和社交媒体平台的互动中,全新一代的文化体验正在涌现,这鼓励了博物馆探索新的策展方法。在本文中,我们将展示一个数字实验项目是如何将展览形式重新思考为一种更具协作性、跨学科和实验室性的博物馆策展方式的。所分析的案例研究是故事实验室,这是一个充满活力的参与式档案馆,在一个为期三年的项目中,它与一个充满活力的遗产专业人士社区、当地社区和白云石爱好者共同设计。一项结合不同定性和定量方法的评估研究被实施来探索这种策展实践的本质。该研究得出了一系列重要发现:引入了新的叙事风格和跨学科视角;不同社区参与策展过程;从有形的、以实物为基础的,向更加无形的、开放的、对话性的遗产和知识创造的解释转变。研究结果表明,“实验室”的隐喻如何帮助博物馆迎接参与式后数字社会的挑战,提出了一种新颖的方法,在这种方法中,共同创作叙事是策展实践的核心。
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引用次数: 0
LABORATORY OF CONTEMPORANEITY: THE MARCO OF LA BOCA 当代性实验室:拉博卡的马可
0 HUMANITIES, MULTIDISCIPLINARY Pub Date : 2023-03-08 DOI: 10.29073/heranca.v6i1.670
J. Feldman
0000-0002-3352-7357
0000-0002-3352-7357
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引用次数: 1
UMA PLATAFORMA WEB PARTICIPATIVA APOIADA POR REALIDADE AUMENTADA PARA LOCALIZAR CARAVANÇARAIS (KHANS) ANATOLIANOS ORIENTAIS 一个由增强现实支持的参与式网络平台,用于定位东安纳托利亚汗族
0 HUMANITIES, MULTIDISCIPLINARY Pub Date : 2023-03-08 DOI: 10.29073/heranca.v6i1.678
Gulce Kidar, Feyza Ozgun, Özgün Balaban, Guzden Varinlioglu
The focus of this research is digital heritage in emergence. This study deals with how to use digital media tools to collect information about caravanserais (khans) to digitise lost heritage attributes. The study involved researchers compiling information about these caravanserais from references, and digitally mapping and generating identification tags based on the information in the sources. The researchers generated an online platform for information dissemination, consisting of the projection augmented model of the khans, and participatory web archive platform for crowdsourcing information. The interaction with users through the augmented representation and participation are the main features of this study, which represents a proposal for a method of interactive digital archiving. The digital khans can be exhibited in a virtual museum, or to be used as a database for those wishing to explore vanished heritage. The digital archiving project contributes to knowledge generation in placemaking using digital mediums and methods.
本研究的重点是新兴的数字遗产。本研究涉及如何使用数字媒体工具收集有关商队(可汗)的信息,以数字化丢失的遗产属性。在这项研究中,研究人员从参考文献中收集有关这些商队的信息,并根据资料中的信息进行数字测绘和生成识别标签。研究人员建立了一个在线信息传播平台,包括khan的投影增强模型,以及用于众包信息的参与式网络存档平台。通过增强表征和参与与用户的交互是本研究的主要特征,这代表了一种交互式数字存档方法的建议。这些数字可汗可以在虚拟博物馆展出,也可以作为数据库,供那些希望探索消失遗产的人使用。数字存档项目有助于利用数字媒介和方法在场所制作中产生知识。
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引用次数: 0
GAME DESIGN AT THE ART MUSEUM: THE NUBLA CASE OF EDUCATHYSSEN 艺术博物馆的游戏设计:educathyssen的案例
0 HUMANITIES, MULTIDISCIPLINARY Pub Date : 2023-03-08 DOI: 10.29073/heranca.v6i1.681
A. Bahia
O artigo discute um dos principais projetos do departamento educativo do Museu Nacional Thyssen-Bornemisza (Madri/ES): Nubla: Laboratorio de Arte, Educación y Videojuegos, projeto esboçado em 2013, que ganhou corpo entre 2015-2017 e segue em curso. Neste artigo, busca-se compreender o que define Nubla e de que forma diferencia-se dos jogos digitais criados pelo EducaThyssen anteriormente, desde 2001. Foram utilizados os procedimentos de: pesquisa exploratória, nas plataformas online da instituição, e revisão bibliográfica. Primeiramente, o artigo contextualiza e descreve o caso Nubla. Então, discute como esse laboratório explora a linguagem dos videogames, o processo de game design e o desenvolvimento de produtos midiáticos. Destaca que o EducaThyssen realiza tudo isso de forma colaborativa, com o público jovem e através de parcerias com universidades e empresas da indústria de videogames. Por fim, analisa Nubla a partir dos conceitos “visitante ativo” (1998) e “pós-museu” (2000) de Eilean Hooper-Greenhill; e “ecossistema comunicativo” (2004) e “museu plural” (2000) de Jesús Martín-Barbero. Conclui que Nubla contribui para transformações de práticas e valores, não apenas no âmbito do museu, mas nas áreas de arte, de educação e na indústria dos videogames.
本文讨论了蒂森-博尔内米萨国家博物馆(马德里/ES)教育部门的一个主要项目:Nubla:艺术实验室,educacion y Videojuegos,该项目于2013年起草,在2015-2017年期间获得批准,目前仍在进行中。在这篇文章中,我们试图理解什么定义了Nubla,以及它与EducaThyssen自2001年以来创造的数字游戏有何不同。采用的程序有:探索性研究、机构在线平台和文献综述。首先,本文对Nubla案例进行了背景和描述。然后讨论了这个实验室如何探索电子游戏的语言,游戏设计过程和媒体产品的开发。他强调,EducaThyssen通过与大学和电子游戏行业的公司合作,与年轻观众合作完成所有这些工作。最后,从Eilean Hooper-Greenhill的“活跃游客”(1998)和“后博物馆”(2000)的概念分析了Nubla;以及jesus martin -Barbero的《交流生态系统》(2004)和《多元博物馆》(2000)。结论是,Nubla不仅在博物馆领域,而且在艺术、教育和电子游戏行业领域都有助于实践和价值观的转变。
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引用次数: 1
A CASA DOS DOENTES DE PESTE DA CIDADE DE LISBOA: CONTRIBUTOS PARA O SEU ESTUDO HISTÓRICO, ARQUITETÓNICO E URBANÍSTICO 里斯本的瘟疫之家:对您的历史、建筑和城市化研究的贡献
0 HUMANITIES, MULTIDISCIPLINARY Pub Date : 2023-01-01 DOI: 10.29073/heranca.v6i2.682
J. Pinho
Desde finais do século XV procurava edificar-se um hospital de peste na cidade de Lisboa. A construção, inicialmente provisória, teve vários projetos, características e localizações. O presente artigo procura, partindo da documentação municipal, reconstituir o processo de instituição e construção do hospital de peste lisboeta, contribuindo para um aspeto pouco conhecido e sistematizado da história da saúde pública na cidade de Lisboa e da arquitetura hospitalar portuguesa. De igual modo, pretende-se destacar esta construção no contexto do desenvolvimento da doutrina que entendia a peste como doença contagiosa e que fundamentou a elaboração de diversos regulamentos e legislação para o controlo da doença em diversas cidades da Europa, sendo uma das principais medidas a criação de hospitais de peste e lazaretos.
自15世纪末以来,人们一直试图在里斯本市建造一所瘟疫医院。该建筑最初是临时的,有几个项目、特点和地点。本文试图从市政文献中重建里斯本瘟疫医院的建立和建设过程,为里斯本公共卫生历史和葡萄牙医院建筑的一个鲜为人知和系统化的方面做出贡献。类似地,目的是强调建筑环境的发展原则,理解的传染性疾病和瘟疫的开发的各种法规条例和控制疾病在欧洲一些城市的重要措施,是一个医院的古典和lazaretos扩张。
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引用次数: 0
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Heranca
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